You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6) 11th level (3d6) and 17th level (4d6).
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times you can have no more than two of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.
The spell captures some of the incoming energy lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also the first time you hit with a melee attack on your next turn the target takes an extra 1d6 damage of the triggering type and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the extra damage increases by 1d6 for each slot level above 1st.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse light and thrown properties (range 20/60). In addition when you use the sword to attack a target that is in dim light or darkness you make the attack roll with advantage.
If you drop the weapon or throw it it dissipates at the end of the turn. Thereafter while the spell persists you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher the damage increases to 5d8.
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Dim greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there that creature must succeed on a Constitution saving throw or take 4d10 radiant damage and it suffers one level of exhaustion and emits a dim greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.